GuMiHo vs MaruPrime analysis

Game 1: Both players go mech, which is the standard on Antiga Shipyard, but while Gumiho goes for the normal 3 fact 1 port into third base, Maru goes for a quick double aArmory before adding more factories and a quicker third base. The quick double armory allowed him a lot of options – rush for +1 tank attack and armor, which means that you kill unupgraded enemy tanks in 3 shots instead of 4, and +1 armor negates any +1 attack timing of your opponent. Upon scouting that Gumiho also went mech, though, he instead opted for +1 air armor, which allows your vikings to survive another volley from enemy vikings. Gumiho’s first attack was held by Maru thanks to these quick upgrades, but Hellions sneaking into mineral lines and Vikings landing to pull Maru’s army out of position allowed Gumiho to take an economic lead, which won him the game.

Game 2: On Entombed Valley, Maru goes for the same double armory mech build while Gumiho goes bio. Gumiho allows Maru to push into his fourth and third bases, taking a lot of damage. Instead of trying to abuse the huge open space in the middle, Gumiho focuses too much on drops that don’t do the damage they need to. Gumiho prevents Maru a lot of gas income by taking out outlying refineries, but Maru has already maxed out with upgrades. Multiple opportunities to catch Maru’s unsieged tanks in the middle of the map are wasted, and Gumiho’s late-game air transition has been delayed too much, allowing Maru to finish the game.

Game 3: On Daybreak, both players go for unorthodox builds. Gumiho goes for bio with 3 fairly quick bases and two starports with reactors. I think his plan was to gain air superiority in order to do more damage to Maru with drops, either on top of his tanks or directly in his base. His execution left much to be desired, however, as he loses most of his vikings to turrets and enemy vikings as he tries to do an early drop. His plan also wildly backfires as Maru goes for a completely different build – a 2-base 4 factory push. The extra factory with a reactor pumping hellions obviously allows you to push forward much more easily, but it also makes enemy drops on top of your own army much less effective.

Game 1 was an interesting mech vs mech game where the double armory build was the key point of interest. I hope we see it again in future games to see how it plays out more. Game 2 was fairly uninteresting, with Gumiho making key mistakes in his bio vs mech play on a map that generally favours bio quite a lot, especially with disabled horizontal spawns. Game 3 was also interesting in the choice of builds – Maru going double armory on small maps and 2base 4fact on a big map might have been a bit of metagaming, or it could be that it’s his preferred build on maps where the third is not as accessible. In either case it seemed to work out well as Gumiho’s build was completely neutralized. Had Maru done the same double armory build 3 games in a row, Gumiho’s double starport play probably would’ve worked better, but he couldn’t afford to lose the vikings early on regardless.

Simple ways to make TvP more balanced and interesting

  • High Templar Feedback only does damage to biological units (Ghost, Infestor, Queen, High Templar)
  • Strike Cannon and Yamato Cannon doesn’t get interrupted by Feedback
  • EMP drains 50% of target’s total shields (instead of 100), making them better against archons but not as good against everything else
  • Warp Prism costs 100 minerals 100 gas
  • Remove high ground warpin (already done in HotS)
  • Most drastic change ever: Remove the Marauder and Colossus

My issue with MLG’s pay-per-view

I won’t be buying a pass for any of this year’s MLG Arenas. It doesn’t matter if they cost $1 or $20 – I just won’t because I can’t support their tournament. Here are some reasons why:

Content: At least in the past, MLG has been nothing but SC2 matches with casting and pre/post-game interviews from the main stage. The rest of the time has been shots of the crowd with generic background music. If I pay $20 for something, I’d expect some sort of real production. Time will tell if MLG actually plans to do anything different from what they did on the streams last year, but if they did I’d imagine they would advertise it – and they haven’t.

Gameplay: MLG is a 3-day tournament where players who have qualified online are participating. Compare this to GSL, where everything is stretched out over 2-3 months. Every game you watch in the GSL will have a planned build order that the player(s) have practiced specifically for that opponent and that map days in advance. This leads to very high level play as well as interesting new strategies. MLG, meanwhile, has you play up to 10 different opponents every day, and you have no idea who they will be. Even worse is when they take a player who’s just lost a match, and give him 30 minutes before he’s supposed to play the next game in the lower bracket. So the gameplay turns out to be generic and bland and not all that interesting, and the players rarely get to show their full potential.

Tournament: MLG’s tournaments have been very popular, but also really bad. The most obvious flaw is the map pool. Even now, they’re including extremely biased maps such as Metalopolis into the map pool, while arguing that ESV’s maps don’t have enough statistics on them to prove they’re balanced. Other than that, there’s the allowing players to watch replays in-between games, there’s the Naniwa incident from last year in his match vs Nestea where, after a replay, Naniwa not only watched the replay, but paused the game 3 minutes in due to some confusion about the map and was allowed to talked to his manager (who was watching the game from the crowd).

TvP against a fast third

Watching GSL today I had a realization. Terran needs to find a way to deal with a Protoss who takes a fast third, whether it’s a 1gate double expand like Parting did against NaDa on Daybreak, or a 1gate expand into 3 gates and then take a third base rather than teching up immediately. If you go for a standard 3rax + medivac push it’s going to get denied easily if protoss adds enough gateways – so what are you going to do? Continue reading

Defending 1rax expand vs protoss all-ins

This particular problem has been bugging me for months. In TvP, you have two options – early expand or one-base push. Anything in-between like 2rax pressure into expand will either give you a free win because your opponent is bad or it’ll get crushed by an early expander who knows what he’s doing and you’re behind. Problem is, while not all maps are suitable for Terran 1-base all-ins, Protoss can all-in on any map thanks to the warp-in mechanic – and defending a 1rax expand is often a nightmare. Continue reading